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#pragma once

#include "../Item.h"
#include "../Vector3.h"





// Place this macro in the public section of each cEntity descendant class and you're done :)
#define CLASS_PROTODEF(classname) \
	virtual bool IsA(const char * a_ClassName) const override\
	{ \
		return ((strcmp(a_ClassName, #classname) == 0) || super::IsA(a_ClassName)); \
	} \
	virtual const char * GetClass(void) const override \
	{ \
		return #classname; \
	} \
	static const char * GetClassStatic(void) \
	{ \
		return #classname; \
	} \
	virtual const char * GetParentClass(void) const override \
	{ \
		return super::GetClass(); \
	}

#define POSX_TOINT (int)floor(GetPosX())
#define POSY_TOINT (int)floor(GetPosY())
#define POSZ_TOINT (int)floor(GetPosZ())
#define POS_TOINT  Vector3i(POSXTOINT, POSYTOINT, POSZTOINT)

#define GET_AND_VERIFY_CURRENT_CHUNK(ChunkVarName, X, Z) cChunk * ChunkVarName = a_Chunk.GetNeighborChunk(X, Z); if ((ChunkVarName == NULL) || !ChunkVarName->IsValid()) { return; }





class cWorld;
class cClientHandle;
class cPlayer;
class cChunk;





// tolua_begin
struct TakeDamageInfo
{
	eDamageType DamageType;   // Where does the damage come from? Being hit / on fire / contact with cactus / ...
	cEntity *   Attacker;     // The attacking entity; valid only for dtAttack
	int         RawDamage;    // What damage would the receiver get without any armor. Usually: attacker mob type + weapons
	int         FinalDamage;  // What actual damage will be received. Usually: m_RawDamage minus armor
	Vector3d    Knockback;    // The amount and direction of knockback received from the damage
	// TODO: Effects - list of effects that the hit is causing. Unknown representation yet
} ;
// tolua_end





// tolua_begin
class cEntity
{
public:

	enum eEntityType
	{
		etEntity,  // For all other types
		etEnderCrystal,
		etPlayer,
		etPickup,
		etMonster,
		etFallingBlock,
		etMinecart,
		etBoat,
		etTNT,
		etProjectile,
		etExpOrb,
		etFloater,
		etItemFrame,
		etPainting,
		
		// Common variations
		etMob = etMonster,  // DEPRECATED, use etMonster instead!
	} ;
	
	// tolua_end
	
	enum eEntityStatus
	{
		// TODO: Investiagate 0, 1, and 5 as Wiki.vg is not certain

		// Entity becomes coloured red
		esGenericHurt            = 2,
		// Entity plays death animation (entity falls to ground)
		esGenericDead            = 3,
		// Iron Golem plays attack animation (arms lift and fall)
		esIronGolemAttacking     = 4,
		// Wolf taming particles spawn (smoke)
		esWolfTaming             = 6,
		// Wolf tamed particles spawn (hearts)
		esWolfTamed              = 7,
		// Wolf plays water removal animation (shaking and water particles)
		esWolfDryingWater        = 8,
		// Informs client that eating was accepted
		esPlayerEatingAccepted   = 9,
		// Sheep plays eating animation (head lowers to ground)
		esSheepEating            = 10,
		// Iron Golem holds gift to villager children
		esIronGolemGivingPlant   = 11,
		// Villager spawns heart particles
		esVillagerBreeding       = 12,
		// Villager spawns thunderclound particles
		esVillagerAngry          = 13,
		// Villager spawns green crosses
		esVillagerHappy          = 14,
		// Witch spawns magic particle (TODO: investigation into what this is)
		esWitchMagicking         = 15,

		// It seems 16 (zombie conversion) is now done with metadata

		// Informs client to explode a firework based on its metadata
		esFireworkExploding      = 17,
	} ;
	
	enum
	{
		FIRE_TICKS_PER_DAMAGE = 10,  ///< How many ticks to wait between damaging an entity when it stands in fire
		FIRE_DAMAGE = 1,             ///< How much damage to deal when standing in fire
		LAVA_TICKS_PER_DAMAGE = 10,  ///< How many ticks to wait between damaging an entity when it stands in lava
		LAVA_DAMAGE = 5,             ///< How much damage to deal when standing in lava
		BURN_TICKS_PER_DAMAGE = 20,  ///< How many ticks to wait between damaging an entity when it is burning
		BURN_DAMAGE = 1,             ///< How much damage to deal when the entity is burning
		BURN_TICKS = 200,            ///< How long to keep an entity burning after it has stood in lava / fire
		MAX_AIR_LEVEL = 300,         ///< Maximum air an entity can have
		DROWNING_TICKS = 20,         ///< Number of ticks per heart of damage
		VOID_BOUNDARY = -46,         ///< At what position Y to begin applying void damage
		FALL_DAMAGE_HEIGHT = 4       ///< At what position Y fall damage is applied
	} ;
	
	cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
	virtual ~cEntity();

	/** Spawns the entity in the world; returns true if spawned, false if not (plugin disallowed).
	Adds the entity to the world. */
	virtual bool Initialize(cWorld & a_World);

	// tolua_begin
	
	eEntityType GetEntityType(void) const { return m_EntityType; }
	
	bool IsEnderCrystal(void) const { return (m_EntityType == etEnderCrystal); }
	bool IsPlayer      (void) const { return (m_EntityType == etPlayer);       }
	bool IsPickup      (void) const { return (m_EntityType == etPickup);       }
	bool IsMob         (void) const { return (m_EntityType == etMonster);      }
	bool IsPawn        (void) const { return (IsMob() || IsPlayer());          }
	bool IsFallingBlock(void) const { return (m_EntityType == etFallingBlock); }
	bool IsMinecart    (void) const { return (m_EntityType == etMinecart);     }
	bool IsBoat        (void) const { return (m_EntityType == etBoat);         }
	bool IsTNT         (void) const { return (m_EntityType == etTNT);          }
	bool IsProjectile  (void) const { return (m_EntityType == etProjectile);   }
	bool IsExpOrb      (void) const { return (m_EntityType == etExpOrb);       }
	bool IsFloater     (void) const { return (m_EntityType == etFloater);      }
	bool IsItemFrame   (void) const { return (m_EntityType == etItemFrame);    }
	bool IsPainting    (void) const { return (m_EntityType == etPainting);     }
	
	/// Returns true if the entity is of the specified class or a subclass (cPawn's IsA("cEntity") returns true)
	virtual bool IsA(const char * a_ClassName) const;
	
	/// Returns the topmost class name for the object
	virtual const char * GetClass(void) const;
	
	// Returns the class name of this class
	static const char * GetClassStatic(void);
	
	/// Returns the topmost class's parent class name for the object. cEntity returns an empty string (no parent).
	virtual const char * GetParentClass(void) const;

	cWorld * GetWorld(void) const { return m_World; }

	double           GetHeadYaw   (void) const { return m_HeadYaw; }  // In degrees
	double           GetHeight    (void) const { return m_Height;  }
	double           GetMass      (void) const { return m_Mass;    }
	const Vector3d & GetPosition  (void) const { return m_Pos;     }
	double           GetPosX      (void) const { return m_Pos.x;   }
	double           GetPosY      (void) const { return m_Pos.y;   }
	double           GetPosZ      (void) const { return m_Pos.z;   }
	const Vector3d & GetRot       (void) const { return m_Rot;     }  // OBSOLETE, use individual GetYaw(), GetPitch, GetRoll() components
	double           GetYaw       (void) const { return m_Rot.x;   }  // In degrees, [-180, +180)
	double           GetPitch     (void) const { return m_Rot.y;   }  // In degrees, [-180, +180), but normal client clips to [-90, +90]
	double           GetRoll      (void) const { return m_Rot.z;   }  // In degrees, unused in current client
	Vector3d         GetLookVector(void) const;
	const Vector3d & GetSpeed     (void) const { return m_Speed;   }
	double           GetSpeedX    (void) const { return m_Speed.x; }
	double           GetSpeedY    (void) const { return m_Speed.y; }
	double           GetSpeedZ    (void) const { return m_Speed.z; }
	double           GetWidth     (void) const { return m_Width;   }
	
	int GetChunkX(void) const {return (int)floor(m_Pos.x / cChunkDef::Width); }
	int GetChunkZ(void) const {return (int)floor(m_Pos.z / cChunkDef::Width); }

	void SetHeadYaw (double a_HeadYaw);
	void SetHeight  (double a_Height);
	void SetMass    (double a_Mass);
	void SetPosX    (double a_PosX);
	void SetPosY    (double a_PosY);
	void SetPosZ    (double a_PosZ);
	void SetPosition(double a_PosX, double a_PosY, double a_PosZ);
	void SetPosition(const Vector3d & a_Pos) { SetPosition(a_Pos.x, a_Pos.y, a_Pos.z); }
	void SetRot     (const Vector3f & a_Rot);  // OBSOLETE, use individual SetYaw(), SetPitch(), SetRoll() components
	void SetYaw     (double a_Yaw);    // In degrees, normalizes to [-180, +180)
	void SetPitch   (double a_Pitch);  // In degrees, normalizes to [-180, +180)
	void SetRoll    (double a_Roll);   // In degrees, normalizes to [-180, +180)

	/** Sets the speed of the entity, measured in m / sec */
	void SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
	
	/** Sets the speed of the entity, measured in m / sec */
	void SetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed.x, a_Speed.y, a_Speed.z); }
	
	/** Sets the speed in the X axis, leaving the other speed components intact. Measured in m / sec. */
	void SetSpeedX(double a_SpeedX);
	
	/** Sets the speed in the Y axis, leaving the other speed components intact. Measured in m / sec. */
	void SetSpeedY(double a_SpeedY);
	
	/** Sets the speed in the Z axis, leaving the other speed components intact. Measured in m / sec. */
	void SetSpeedZ(double a_SpeedZ);
	
	void SetWidth   (double a_Width);
	
	void AddPosX    (double a_AddPosX);
	void AddPosY    (double a_AddPosY);
	void AddPosZ    (double a_AddPosZ);
	void AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ);
	void AddPosition(const Vector3d & a_AddPos) { AddPosition(a_AddPos.x, a_AddPos.y, a_AddPos.z); }
	void AddSpeed   (double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ);
	void AddSpeed   (const Vector3d & a_AddSpeed) { AddSpeed(a_AddSpeed.x, a_AddSpeed.y, a_AddSpeed.z); }
	void AddSpeedX  (double a_AddSpeedX);
	void AddSpeedY  (double a_AddSpeedY);
	void AddSpeedZ  (double a_AddSpeedZ);
	
	virtual void HandleSpeedFromAttachee(float a_Forward, float a_Sideways);
	void SteerVehicle(float a_Forward, float a_Sideways);

	inline int  GetUniqueID(void) const { return m_UniqueID; }
	inline bool IsDestroyed(void) const { return !m_IsInitialized; }

	/// Schedules the entity for destroying; if a_ShouldBroadcast is set to true, broadcasts the DestroyEntity packet
	void Destroy(bool a_ShouldBroadcast = true);

	/// Makes this pawn take damage from an attack by a_Attacker. Damage values are calculated automatically and DoTakeDamage() called
	void TakeDamage(cEntity & a_Attacker);
	
	/// Makes this entity take the specified damage. The final damage is calculated using current armor, then DoTakeDamage() called
	void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount);

	/// Makes this entity take the specified damage. The values are packed into a TDI, knockback calculated, then sent through DoTakeDamage()
	void TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, int a_FinalDamage, double a_KnockbackAmount);
	
	float GetGravity(void) const { return m_Gravity; }
	
	void SetGravity(float a_Gravity) { m_Gravity = a_Gravity; }
	
	/// Sets the rotation to match the speed vector (entity goes "face-forward")
	void SetYawFromSpeed(void);
	
	/// Sets the pitch to match the speed vector (entity gies "face-forward")
	void SetPitchFromSpeed(void);
	
	// tolua_end
	
	/** Makes this entity take damage specified in the a_TDI.
	The TDI is sent through plugins first, then applied.
	If it returns false, the entity hasn't receive any damage. */
	virtual bool DoTakeDamage(TakeDamageInfo & a_TDI);
	
	// tolua_begin

	/// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
	virtual int GetRawDamageAgainst(const cEntity & a_Receiver);
	
	/** Returns whether armor will protect against the passed damage type **/
	virtual bool ArmorCoversAgainst(eDamageType a_DamageType);
	
	/// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
	virtual int GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_RawDamage);
	
	/// Returns the knockback amount that the currently equipped items would cause to a_Receiver on a hit
	virtual double GetKnockbackAmountAgainst(const cEntity & a_Receiver);
	
	/// Returns the curently equipped weapon; empty item if none
	virtual cItem GetEquippedWeapon(void) const { return cItem(); }
	
	/// Returns the currently equipped helmet; empty item if none
	virtual cItem GetEquippedHelmet(void) const { return cItem(); }
	
	/// Returns the currently equipped chestplate; empty item if none
	virtual cItem GetEquippedChestplate(void) const { return cItem(); }

	/// Returns the currently equipped leggings; empty item if none
	virtual cItem GetEquippedLeggings(void) const { return cItem(); }
	
	/// Returns the currently equipped boots; empty item if none
	virtual cItem GetEquippedBoots(void) const { return cItem(); }

	/// Called when the health drops below zero. a_Killer may be NULL (environmental damage)
	virtual void KilledBy(TakeDamageInfo & a_TDI);

	/// Called when the entity kills another entity
	virtual void Killed(cEntity * a_Victim) {}

	/// Heals the specified amount of HPs
	virtual void Heal(int a_HitPoints);
	
	/// Returns the health of this entity
	int GetHealth(void) const { return m_Health; }
	
	/// Sets the health of this entity; doesn't broadcast any hurt animation
	void SetHealth(int a_Health);
	
	// tolua_end

	virtual void Tick(float a_Dt, cChunk & a_Chunk);
	
	/// Handles the physics of the entity - updates position based on speed, updates speed based on environment
	virtual void HandlePhysics(float a_Dt, cChunk & a_Chunk);
	
	/// Updates the state related to this entity being on fire
	virtual void TickBurning(cChunk & a_Chunk);

	/** Detects the time for application of cacti damage */
	virtual void DetectCacti(void);
	
	/// Handles when the entity is in the void
	virtual void TickInVoid(cChunk & a_Chunk);

	/// Called when the entity starts burning
	virtual void OnStartedBurning(void);
	
	/// Called when the entity finishes burning
	virtual void OnFinishedBurning(void);
	
	// tolua_begin
	
	/// Sets the maximum value for the health
	void SetMaxHealth(int a_MaxHealth);

	int GetMaxHealth(void) const { return m_MaxHealth; }
	
	/// Sets whether the entity is fireproof
	void SetIsFireproof(bool a_IsFireproof);
	
	bool IsFireproof(void) const { return m_IsFireproof; }
	
	/// Puts the entity on fire for the specified amount of ticks
	void StartBurning(int a_TicksLeftBurning);
	
	/// Stops the entity from burning, resets all burning timers
	void StopBurning(void);
	
	// tolua_end

	/** Descendants override this function to send a command to the specified client to spawn the entity on the client.
	To spawn on all eligible clients, use cChunkMap::BroadcastSpawnEntity()
	*/
	virtual void SpawnOn(cClientHandle & a_Client) = 0;

	// tolua_begin
	
	/// Teleports to the entity specified
	virtual void TeleportToEntity(cEntity & a_Entity);
	
	/// Teleports to the coordinates specified
	virtual void TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ);
	
	// tolua_end
	
	/// Updates clients of changes in the entity.
	virtual void BroadcastMovementUpdate(const cClientHandle * a_Exclude = NULL);
	
	/// Attaches to the specified entity; detaches from any previous one first
	void AttachTo(cEntity * a_AttachTo);
	
	/// Detaches from the currently attached entity, if any
	virtual void Detach(void);
	
	/// Makes sure head yaw is not over the specified range.
	void WrapHeadYaw();

	/// Makes sure rotation is not over the specified range.
	void WrapRotation();

	/// Makes speed is not over 20. Max speed is 20 blocks / second
	void WrapSpeed();
	
	// tolua_begin
	
	// COMMON metadata flags; descendants may override the defaults:
	virtual bool IsOnFire   (void) const {return (m_TicksLeftBurning > 0); }
	virtual bool IsCrouched (void) const {return false; }
	virtual bool IsRiding   (void) const {return false; }
	virtual bool IsSprinting(void) const {return false; }
	virtual bool IsRclking  (void) const {return false; }
	virtual bool IsInvisible(void) const { return false; }

	/** Returns whether the player is swimming or not */
	virtual bool IsSwimming(void) const{ return m_IsSwimming; }
	/** Return whether the player is under water or not */
	virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
	/** Gets remaining air of a monster */
	int GetAirLevel(void) const { return m_AirLevel; }

	/** Gets the invulnerable ticks from the entity */
	int GetInvulnerableTicks(void) const { return m_InvulnerableTicks; }

	/** Set the invulnerable ticks from the entity */
	void SetInvulnerableTicks(int a_InvulnerableTicks) { m_InvulnerableTicks = a_InvulnerableTicks; }
	
	// tolua_end
	
	/// Called when the specified player right-clicks this entity
	virtual void OnRightClicked(cPlayer &) {};

	/// Returns the list of drops for this pawn when it is killed. May check a_Killer for special handling (sword of looting etc.). Called from KilledBy().
	virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) 
	{
		UNUSED(a_Drops);
		UNUSED(a_Killer);
	}

	/** Sets the internal world pointer to a new cWorld, doesn't update anything else. */
	void SetWorld(cWorld * a_World) { m_World = a_World; }

protected:
	static cCriticalSection m_CSCount;
	static int m_EntityCount;
	
	/** Measured in meter/second (m/s) */
	Vector3d m_Speed;

	int m_UniqueID;
	
	int m_Health;
	int m_MaxHealth;
	
	/// The entity to which this entity is attached (vehicle), NULL if none
	cEntity * m_AttachedTo;
	
	/// The entity which is attached to this entity (rider), NULL if none
	cEntity * m_Attachee;

	/** Stores whether head yaw has been set manually */
	bool m_bDirtyHead;
	
	/** Stores whether our yaw/pitch/roll (body orientation) has been set manually */
	bool m_bDirtyOrientation;
	
	/** Stores whether we have sent a Velocity packet with a speed of zero (no speed) to the client
	Ensures that said packet is sent only once */
	bool m_bHasSentNoSpeed;

	/** Stores if the entity is on the ground */
	bool m_bOnGround;
	
	/** Stores gravity that is applied to an entity every tick
	For realistic effects, this should be negative. For spaaaaaaace, this can be zero or even positive */
	float m_Gravity;
	
	/** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
	Only updated if cEntity::BroadcastMovementUpdate() is called! */
	Vector3d m_LastPos;

	/** True when entity is initialised (Initialize()) and false when destroyed pending deletion (Destroy()) */
	bool m_IsInitialized;

	eEntityType m_EntityType;
	
	cWorld * m_World;
	
	/// Whether the entity is capable of taking fire or lava damage.
	bool m_IsFireproof;
    
	/// Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire())
	int m_TicksSinceLastBurnDamage;
	
	/// Time, in ticks, since the last damage dealt by standing in lava. Reset to zero when moving out of lava.
	int m_TicksSinceLastLavaDamage;
	
	/// Time, in ticks, since the last damage dealt by standing in fire. Reset to zero when moving out of fire.
	int m_TicksSinceLastFireDamage;
	
	/// Time, in ticks, until the entity extinguishes its fire
	int m_TicksLeftBurning;
	
	/// Time, in ticks, since the last damage dealt by the void. Reset to zero when moving out of the void.
	int m_TicksSinceLastVoidDamage;

	
	/** Does the actual speed-setting. The default implementation just sets the member variable value;
	overrides can provide further processing, such as forcing players to move at the given speed. */
	virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ);
	
	virtual void Destroyed(void) {}  // Called after the entity has been destroyed

	/** Called in each tick to handle air-related processing i.e. drowning */
	virtual void HandleAir(void);
	
	/** Called once per tick to set IsSwimming and IsSubmerged */
	virtual void SetSwimState(cChunk & a_Chunk);

	/** If an entity is currently swimming in or submerged under water */
	bool m_IsSwimming, m_IsSubmerged;

	/** Air level of a mobile */
	int m_AirLevel;
	int m_AirTickTimer;
	
private:
	/** Measured in degrees, [-180, +180) */
	double   m_HeadYaw;
	
	/** Measured in degrees, [-180, +180) */
	Vector3d m_Rot;
	
	/** Position of the entity's XZ center and Y bottom */
	Vector3d m_Pos;
	
	/** Measured in meter / second */
	Vector3d m_WaterSpeed;
	
	/** Measured in Kilograms (Kg) */
	double m_Mass;
	
	/** Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter. */
	double m_Width;
	
	/** Height of the entity (Y axis) */
	double m_Height;

	/** If a player hit a entity, the entity receive a invulnerable of 10 ticks.
	While this ticks, a player can't hit this entity. */
	int m_InvulnerableTicks;
} ;  // tolua_export

typedef std::list<cEntity *> cEntityList;